Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    SUGGESTIONS
  • STORY
    MAIN JOBS SIDE JOBS GIGS
  • GAMEPLAY
  • TECHNICAL
    PC XBOX PLAYSTATION
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
SUGGESTIONS
Menu

Register

Weekly Poll 10/1/2018 - The Gunplay!

+

How do you like your CRPG Gunplay?

  • 1. Fast and Frenetic - Doom, Unreal Tournament!

    Votes: 23 11.6%
  • 2. Fast but deliberate, some RNG in there for fun. Think PUBG.

    Votes: 27 13.6%
  • 3. Slower to kill, abilities that exist beside-and boost- shooting skills. Mass Effect, Borderlands.

    Votes: 66 33.3%
  • 4. Milsim, like ARMA.

    Votes: 17 8.6%
  • 5. Deliberate, tactical. Turn based, or VATS. XCOM influenced.

    Votes: 8 4.0%
  • 6. Don't care, plan to melee/social/sneak as much as possible.

    Votes: 23 11.6%
  • 7. Stats strongly influence gunplay. Vampire: Bloodlines like.

    Votes: 34 17.2%

  • Total voters
    198
Prev
  • 1
  • …

    Go to page

  • 4
  • 5
  • 6
  • 7
  • 8
  • …

    Go to page

  • 18
Next
First Prev 6 of 18

Go to page

Next Last
Snowflakez

Snowflakez

Forum veteran
#101
Oct 9, 2018
Harthwain said:
Unless somebody is crippled, (s)he should have no problems playing an FPS-like game. And if somebody is, then it's not the game's fault.

And just because the basis of a video game is rooted in a table-top RPG doesn't mean that you can't translate it into a more action-oriented video game (which is exactly what's happening in case of CP77). Why? Because the only reason TT RPGs are turn-based is because there is no other way how to do that with PnP. It doesn't mean that a cRPG has to be turn-based by definition.

When it comes to a video game all you really need to do is to make a system that keeps the rules in check, despite of what kind of "time flow" is used for it. As a result there is no real need for having any kind of turn-based system, or an active pause or anything in a cRPG.
Click to expand...
No need, perhaps, that much is evident. But some people like those systems and would like to see them translated more faithfully.

Frankly, even people who aren't against shooter combat but are fans of 2020 are probably disappointed by the combat we've seen so far. It seems to have NO statistical impact whatsoever, and certainly no statistical impact derived from the PnP. The combat does not appear to be lethal, and enemies definitely seem to be bullet sponges (also, regenerating health).

Someone on Reddit (take that how you will) said Lilayah told them that a lot of people had complained about the combat, so the team was going to look into tweaking it. In what direction they go, that's hard to say. "A lot of people" sounds a lot like "average player" (not that there's anything wrong with that), which probably refers to people who don't give a damn about RPG impact on combat and just want "Heavier," "satisfying," "visceral" combat.

So... yeah. There are definitely things they could be doing better in my eyes. But I'm actually still pretty excited about the game.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#102
Oct 9, 2018
Snowflakez said:
Someone on Reddit (take that how you will) said Lilayah told them that a lot of people had complained about the combat, so the team was going to look into tweaking it.
Click to expand...
On... reddit...

:confused:
 
Snowflakez

Snowflakez

Forum veteran
#103
Oct 9, 2018
kofeiiniturpa said:
On... reddit...

:confused:
Click to expand...
Yeah, I know.

It seemed reasonable to me, though. Lilayah is very forthcoming on the Discord and talks to people pretty regularly. I have no doubt that if somebody asked her about whether or not the combat was being changed, she'd give a straightforward answer. No reason not to - the game is in WIP, after all. She could just say "we have no plans for that" or "others have mentioned that, and we are looking into it."

Again, what direction the combat tweaks go is another story. More RPG, or more shooter.
 
Suhiira

Suhiira

Forum veteran
#104
Oct 9, 2018
Harthwain said:
Like you yourself have said: the old cRPGs had lots of combat and it still wasn't the focus for them (although I would consider games like Icewind Dale or Baldur's Gate to be dungeon crawlers, which are fairly heavily combat-oriented).
Click to expand...
Agreed.

Harthwain said:
1) Apparently it's not clear, because I don't "feel that only shooter combat is interesting". It's not. In fact, I was stating, multiple times, that FPS gameplay from CP77 looks like "industry's standard" and is "generic", which wasn't meant in a good way.

2) I never said that "a game has to be limited only to shooter combat", so don't try to put that in my mouth.
Click to expand...
My apologies, I misread or misinterpreted what you did write.

That being the case, I still fail to understand why you seem to feel CDPR shouldn't put any effort into the dual mode system I've suggested. Give shooter players what they want, and RPRers what they do. It's a single player game (at least to start with) so the two methods don't have to deal with each other at all. Admittedly any multiplayer component will have to be shooter based, but personally I'm not terribly interested in team deathmatch battles over neighborhoods (or whatever multiplayer consists of), I just want a singleplayer RPG gameplay option.

Harthwain said:
I remember their first, second and third attempt at combat in the subsequent Witcher games. And the first one was the worst of them all. The second and the third had some quality of life improvements, but they weren't dramatically different. So forgive me for not having faith in them making something more interesting than the industry's standard, which I don't find too compelling, especially after seeing how combat looked like in the live gameplay.
Click to expand...
First game by a new studio almost none of who's staff have any video game design experience? Yeah, W1 had problems, but W2 was better, and W3 better still. What more can you reasonably expect?

With Cyberpunk on the other hand they have a fully designed and fleshed out RPG to use as a roadmap. Yet they apparently threw that map out the window and picked up a shooter one. Can they make CP2077 a decent shooter? Probably. Can they make it a decent RPG following their current road map? Probably not.

Harthwain said:
We are not. I am not denying that you can have various mechanics in a computer game. I simply don't claim one to be superior over the others (or right/wrong), like you do.
Click to expand...
For various tasks certain mechanics are superior, or right/wrong, but that ONLY applies to those tasks, not the mechanics in general. A subtle perhaps, but critical difference. In an RPG character mechanics are what make it an RPG.

If combat is a significant portion gameplay (i.e. you spend significantly more play time doing combat then dialog or travelling or whatever), and combat is controlled primarily by player input (and I don't mean deciding where to go or what to shoot, if that were the case most war games are RPGs) then your game is not an RPG no matter how much dialog it has. Because that core gameplay element does not use RPG mechanics.

Harthwain said:
They do. You clearly fail to realize the significance, the value of having your aim sway less when aiming. Because it makes all the difference in the world. It's what enables one player to hit his mark precisely, while the other can only pray while he pulls the trigger, because he can't stabilize his aim just as well as someone with more skill that controls the weapon.

Does it mean you still have player's skill in play? Sure. But it doesn't change the fact that having character's skill can make an immense impact on the outcome. So, yeah, the compromise between the two is very much possible in a video game. And it's pretty much the most likely way CDPR can implement character's skills in CP77 in the current state of the game.
Click to expand...
You're correct, I don't understand the difference because I do no (can not) play most shooter (or platformer, or racing, or whatever) games.

But, the mechanics you suggest will piss off shooter players immensely, and fail to satisfy RPG players. Hybrid systems don't work player-wise, yes they can work mechanically, but they cannot satisfy both player bases.

Harthwain said:
Indie developer at its core? Uh... No. They are not. At least not anymore. They are a big name with big money. They have good PR and they know how valuable it is to have good opinion amongst the gamers, but they became a big company and - like all companies - want their product to sell. So they will try to identify their biggest potential buyer market and try to hit it for the maximum value.
Click to expand...
If what you say is true they wouldn't be making RPGs at all, they'd be doing shooter or sports games. Sure they want to make money, who doesn't. But they want to make it by giving players a quality product. They're not doing an E/A, analyze the most profitable path and follow it ... "As your publisher we say you must have multiplayer and microtransactions in your game whether they fit the theme or not."

Harthwain said:
Why else do you think the combat we have seen looks the way it looks like and seems so detached from CP2020 it's supposed to draw an inspiration from?

I am still waiting for them to show something innovative or alternative.
Click to expand...
Here I'll admit to being totally and completely bewildered.

I have no clue why CDPR has taken this path. My guess is they think they can appeal to shooter fans with the games combat and RPG fans with it's dialog/story. To an extent they can. But to much dialog, to many choices in character building will alienate shooters, to little of both RPGers. Can they fins some magical balance point that doesn't piss off both groups ... maybe ... can they find one that satisfies both ... probably not.

There's a big difference between not being pissed off by a game and actually liking it.

Restlessdingo32 said:
I understand what you're getting at here but where is the line drawn? How much of the combat has to be dictated by the character vs the player for it to go from RPG to FPS combat? I ask because in most older games universally viewed as a "pure" RPG the decisions of the character were made by the player. The outcome of those decisions was made by the game via background calculations (case and point, 1d10 weapon randomly inflicts 1 to 10 points of damage, with the exact value completely outside the control of the player).

Really, my question is do action outcomes have to be completely controlled by the game for the combat to be acceptably RPG enough? :) I ask because IMO it would be acceptable if they were suitably influenced by the game for it to qualify (stats, skills, abilities impact it significantly, but not completely).
Click to expand...
Don't confuse the decisions a player makes as to where to go, what to attack, who to speak to, etc. with with mechanics of how outcomes are determined. They are two entirely separate things.

The mechanics used to determine outcome are what make a shooter a shooter, or an RPG an RPG.
 
Last edited: Oct 9, 2018
  • RED Point
Reactions: Snowflakez
kofeiiniturpa

kofeiiniturpa

Mentor
#105
Oct 9, 2018
Harthwain said:
I simply don't claim one to be superior over the others
Click to expand...
Some things are better suited for a specific purpose than others. It’s not to fault the screwdriver if the hammer is better at hitting nails.

Same goes for RPGs and their mechanics.
 
  • RED Point
Reactions: Suhiira
Snowflakez

Snowflakez

Forum veteran
#106
Oct 9, 2018
Suhiira said:
The mechanics used to determine outcome are what make a shooter a shooter, or an RPG an RPG.
Click to expand...
Well said. I agree with all of that, except that I still disagree that a hybrid system can't work.

I still think, and I've said it many times now, that you can satisfy all but the most hardcore RPG players (such as yourself and kofe, and even me, but I'm a bit more lenient) by having player skill matter -- you need to be aiming in the direction of a target to even have a chance -- but also adding stuff like sway, spread, reload speed, etc. adjustments based on character skill.

I think that would work just fine. Kingdom Come: Deliverance did it with archery, and despite a few people's complaints, the vast majority enjoyed it. I sure did, anyway.

Is it ideal for people who want a strict RPG where there is no player involvement at all in aiming/combat? No, of course not. But it's certainly better than nothing, and personally, if done well, I actually think it would be a LOT of fun.

Of course, as you know, I'm 100% in favor of a "have both" approach, as well. I'm just saying that, in lieu of that, a hybrid system can work.
 
  • RED Point
Reactions: gogmeister777
Suhiira

Suhiira

Forum veteran
#107
Oct 9, 2018
Snowflakez said:
Well said. I agree with all of that, except that I still disagree that a hybrid system can't work.

I still think, and I've said it many times now, that you can satisfy all but the most hardcore RPG players (such as yourself and kofe, and even me, but I'm a bit more lenient) by having player skill matter -- you need to be aiming in the direction of a target to even have a chance -- but also adding stuff like sway, spread, reload speed, etc. adjustments based on character skill.

I think that would work just fine. Kingdom Come: Deliverance did it with archery, and despite a few people's complaints, the vast majority enjoyed it. I sure did, anyway.

Is it ideal for people who want a strict RPG where there is no player involvement at all in aiming/combat? No, of course not. But it's certainly better than nothing, and personally, if done well, I actually think it would be a LOT of fun.

Of course, as you know, I'm 100% in favor of a "have both" approach, as well. I'm just saying that, in lieu of that, a hybrid system can work.
Click to expand...
Don't get me wrong. What you suggest can work mechanically, and is similar to what CDPR did with W3. But consider the comments made by both action game and RPG fans about Witchers combat. Neither were happy, neither were outright pissed (excluding individual cases). Is that what CDPR should shoot for in CP2077? Why not take my suggestion and do a dual system.
 
Snowflakez

Snowflakez

Forum veteran
#108
Oct 9, 2018
Suhiira said:
Don't get me wrong. What you suggest can work mechanically, and is similar to what CDPR did with W3. But consider the comments made by both action game and RPG fans about Witchers combat. Neither were happy, neither were outright pissed (excluding individual cases). Is that what CDPR should shoot for in CP2077? Why not take my suggestion and do a dual system.
Click to expand...
Fair enough.

A dual system sounds fine to me, but of course the details are what CDPR would need to work out. I still wonder what ever happened to that "tactical mode" they mentioned years ago. I wish they'd at least tell us "it's been scrapped."
 
Suhiira

Suhiira

Forum veteran
#109
Oct 9, 2018
Snowflakez said:
Fair enough.
I still wonder what ever happened to that "tactical mode" they mentioned years ago. I wish they'd at least tell us "it's been scrapped."
Click to expand...
Probably their definition of "tactical mode" differs from yours.
One could claim deciding what cover to take, what opponents to attack, what weapon to use is "tactical".
Not saying I agree with that definition, but it could be used.
 
Snowflakez

Snowflakez

Forum veteran
#110
Oct 9, 2018
Suhiira said:
Probably their definition of "tactical mode" differs from yours.
One could claim deciding what cover to take, what opponents to attack, what weapon to use is "tactical".
Not saying I agree with that definition, but it could be used.
Click to expand...
Sure, but the term "mode" seems to imply some sort of optional toggle, or extra feature (like Fallout's VATs). I guess we will have to wait and find out. I'm hoping to get an interview with somebody closer to the game's launch, maybe I can ask them if they don't already answer it by then.
 
Harthwain

Harthwain

Rookie
#111
Oct 9, 2018
Suhiira said:
That being the case, I still fail to understand why you seem to feel CDPR shouldn't put any effort into the dual mode system I've suggested.
Click to expand...
I am not saying they shouldn't (but they probably won't, because developing two separate systems is harder to do and they have little to gain from it). I simply say that it's entirely possible to have RPG skills implemented in an FPS action game in a meaningful manner.

Suhiira said:
First game by a new studio almost none of who's staff have any video game design experience? Yeah, W1 had problems, but W2 was better, and W3 better still. What more can you reasonably expect?
Click to expand...
Given that it's their first game in FPP featuring firearms...?

Suhiira said:
With Cyberpunk on the other hand they have a fully designed and fleshed out RPG to use as a roadmap. Yet they apparently threw that map out the window and picked up a shooter one. Can they make CP2077 a decent shooter? Probably. Can they make it a decent RPG following their current road map? Probably not.
Click to expand...
I could argue that it's technically possible, if they go Kingdom Come: Deliverance's route.

Suhiira said:
If combat is a significant portion gameplay (i.e. you spend significantly more play time doing combat then dialog or travelling or whatever), and combat is controlled primarily by player input (and I don't mean deciding where to go or what to shoot, if that were the case most war games are RPGs) then your game is not an RPG no matter how much dialog it has. Because that core gameplay element does not use RPG mechanics.
Click to expand...
Define "controlled primarily by player input". Because if directing your gun at somebody falls under that, then even the games like Deus Ex (2000) and Vampire the Masquerade: Bloodlines aren't RPGs. And that would be an absurd thing to say.

Suhiira said:
But, the mechanics you suggest will piss off shooter players immensely, and fail to satisfy RPG players. Hybrid systems don't work player-wise, yes they can work mechanically, but they cannot satisfy both player bases.
Click to expand...
They can. Kingdom Come: Deliverance was a pretty big success, despite being first person perspective realistic medieval RPG game with player input and character's stats. Also a story-driven open-world game (which is pretty much what CP77 claims to be).

Suhiira said:
If what you say is true they wouldn't be making RPGs at all, they'd be doing shooter or sports games.
Click to expand...
"Shooter games" you say? Like a certain FPS game? So much FPS that they had to tell people "It's going to be First Person RPG, not a FPS"?

kofeiiniturpa said:
Some things are better suited for a specific purpose than others. It’s not to fault the screwdriver if the hammer is better at hitting nails.

Same goes for RPGs and their mechanics.
Click to expand...
Great metaphor. Allow me to introduce you to this. Lo and behold the combined power of the screwdriver and the hammer!

Mechanics of RPGs aren't as strictly defined in video games as in TT RPGs. Which is why I strongly contest the notion that you can't have an RPG simply because you also have player's input involved.
 
  • RED Point
Reactions: Poison19
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#112
Oct 9, 2018
SigilFey said:
Just reaffirming that everyone's thoughts and feedback are welcome.

I'd also like to point out a few simple truths of any game's development.

1.) No matter what, people will love or hate a given game, and everything in-between. It doesn't matter how many are on one side or the other.

2.) Eventually, during the design and development process, a choice needs to be made and the focus of a project needs to be finalized That means that some people will have their wildest dreams fulfilled, and others right beside them will be, like, "What the...?" (See #1.)

3.) It's a pretty terrible idea "to try to please everyone". In the end, what makes or breaks a project is its sense of itself. As long as a game / film / book / song knows what it is and what it's trying to do for the audience, that's what makes it successful. Except for people that dislike that sort of thing, of course. (Again, see #1.)

I'm easy, since I don't really have strong preferences for "types" of gaming. I'll play turn-based, RTS, shooters, sims, 4x, action games, platformers, puzzle, adventure...you name it, and I'll talk about the ones I liked and the ones I didn't for that genre. The one unifying thing is that I can always argue, for whatever game I'm lauding for whatever genre, it has nailed what it was trying to do. Regardless of imperfections, the games deliver in spades (for people that like that sort of game).

As for Cyberpunk, I'm pretty sure it will bring the world to life and provide a fantastic role-playing experience...even if it's in unexpected ways. CDPR is pretty good with nails.
Click to expand...
Actually, I really wants to see a Gameplay demo where we'll see that "RPG first, everything else second" that have been told by CDprojekt.
Because I don't care about combat that much, actually I loved some games where I disliked the combats.
But almost everytime I learn something about the roleplay part in C2077, my hype goes down, so I'm totally ready for the good news.

Right now the only things I'm almost sure will be really good is the setting.
 
  • RED Point
Reactions: Nikola_Nesic and Suhiira
Snowflakez

Snowflakez

Forum veteran
#113
Oct 9, 2018
Harthwain said:
Mechanics of RPGs aren't as strictly defined in video games as in TT RPGs. Which is why I strongly contest the notion that you can't have an RPG simply because you also have player's input involved.
Click to expand...
I actually agree with some of this, and that's why me and Suhiira (and Kofe) disagree on certain things. I think it's not only possible, but desirable, to make a game that blends both player and character input.

If no developer ever tried to do that, Bloodlines would not exist. Alpha Protocol (I know it had its faults, but I loved it) would not exist. Kingdom Come: Deliverance would not exist. Morrowind would not exist. Deus Ex would not exist.

So, yeah. I agree. It can be done.

Unfortunately, that does NOT seem to be what CDPR is going for, and that's why I'm frustrated. If they were going the KCD route, or the Bloodlines route, or the Alpha Protocol route, or the Deus Ex route, I'd be ecstatic. I know Kofe and Su would be disappointed, but I think they'd at least find the game playable.

Trouble is, as I said, there's been zero indication that CDPR is doing that. Based on the gameplay we've seen so far, it's pure shooter. The only RPG impact I saw was damage numbers - maybe the weapon stat magically increases damage. I sincerely hope they go the route I'd like them to, but I doubt they will, for a wide variety of reasons, but mostly because those games are "dead" now and people will undoubtedly complain (Shooter fans, which are probably the majority of the gaming audience).
 
  • RED Point
Reactions: Nikola_Nesic and Suhiira
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#114
Oct 9, 2018
Suhiira said:
Probably their definition of "tactical mode" differs from yours.
Click to expand...
Agreed.
Like "Every Roles will be there".
 
Snowflakez

Snowflakez

Forum veteran
#115
Oct 9, 2018
KakitaTatsumaru said:
Agreed.
Like "Every Roles will be there".
Click to expand...
Mike Pondsmith said "they're all in there, but there's a lot of subtlety and nuance." He didn't say they'd be playable, and even if that was implied, he didn't say how they'd be playable. Maybe he just meant you can pick up perks/skills for all of them.

That's the problem with PR speak, even from someone like the illustrious Mike Pondsmith. You can't take it at face value. And it was never promised. Also, how on earth could it have possibly worked to begin with? CDPR makes story-driven games, how do they make tons of different stories for different roles?
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#116
Oct 9, 2018
Snowflakez said:
Also, how on earth could it have possibly worked to begin with? CDPR makes story-driven games, how do they make tons of different stories for different roles?
Click to expand...
What is necessary for a story is what happens to a character, everything else doesn't need to be set in stone.
Actually that's one of the way to make a group in C2020: different people with different goals, but who are in the same situation forcing them to collaborate to survive.
 
Snowflakez

Snowflakez

Forum veteran
#117
Oct 9, 2018
KakitaTatsumaru said:
What is necessary for a story is what happens to a character, everything else doesn't need to be set in stone.
Actually that's one of the way to make a group in C2020: different people with different goals, but who are in the same situation forcing them to collaborate to survive.
Click to expand...
So as long as the roles were represented in terms of gameplay and giving players role-specific options, you'd be happy?

In theory, that's a smart way to look at it.

The problem comes when you try to create a story that makes sense logically for all the roles. For instance, how could you give a corporate player the same start and story as, say, a Nomad? You couldn't. By necessity, you'd have to change dialogue, starting areas and quests, etc., which would have been significantly more expensive, time consuming, and difficult to pull off.

Or perhaps I misunderstood you. I know English is not your first language, so I apologize if I did.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#118
Oct 9, 2018
Snowflakez said:
The problem comes when you try to create a story that makes sense logically for all the roles. For instance, how could you give a corporate player the same start and story as, say, a Nomad? You couldn't. By necessity, you'd have to change dialogue, starting areas and quests, etc., which would have been significantly more expensive, time consuming, and difficult to pull off.

Or perhaps I misunderstood you. I know English is not your first language, so I apologize if I did.
Click to expand...
You'll only have to change the very start of the game actually.
As for the intro, it's easy to make one on the fly: You are on the street when someone bump into you. Later in the evening you get a call when someone told you you have been poisoned, with a designer poison, and that you will live only if you do something bad. You do that and survive, but get caught, thrown in a cell. Then the game begins years later, when you have to start your life anew while seeking the one who fucked with your life.

Nothing that hard when you're been a game master for about 20 years.
 
  • RED Point
Reactions: Snowflakez
Snowflakez

Snowflakez

Forum veteran
#119
Oct 9, 2018
KakitaTatsumaru said:
You'll only have to change the very start of the game actually.
As for the intro, it's easy to make one on the fly: You are on the street when someone bump into you. Later in the evening you get a call when someone told you you have been poisoned, with a designer poison, and that you will live only if you do something bad. You do that and survive, but get caught, thrown in a cell. Then the game begins years later, when you have to start your life anew while seeking the one who fucked with your life.

Nothing that hard when you're been a game master for about 20 years.
Click to expand...
Being a GM is very different than being a game designer, but I get your point, and that's actually a pretty neat idea. Maybe you could have something like WoW's different starting areas. You play as a corporate in a big megacomplex, ordering office drones around, when something goes wrong and, as you said, your life changes.
 
Rawls

Rawls

Moderator
#120
Oct 9, 2018
KakitaTatsumaru said:
You'll only have to change the very start of the game actually.
Click to expand...
It's easy to say, but it's hard to do well where nine different roles all end up in the same place with NPCs responding to them in the same way. And if the point is that the NPCs don't see the PC the same way based on role, then your talking about rewriting the dialogues for the entire game based on nine roles. Which is an unrealistic expectation IMO. The more width you have in roles, the less depth you will have in NPC reactions to reflect the choice of role. There are only so many hours and resources for development.

But assuming you could write it so that you end up with all the roles in the same main quest line with minimal NPC reaction variability based on role that still delivered a high quality narrative experience ... you'd have to make a convincing beginning where within one quest-line you get to the point where the Corporate, the Rockerboy, the Nomad, the Media, the Techie, the Cop, the Solo, the Netrunner & the Fixer are all the the same situation ... probably with side quests included too to get a handle on mechanics and such in a "prologue area". So your talking what ... 5-10 total quests per class. In a game with maybe 500 quests, that's at least roughly 10% of game content barred from being played in a given play-through just to get the player into the start of the story. Huge opportunity cost spent. TW3 prologue area had 5 main quests and 5 side quests, plus a few collector/gear type things.

Also, you have would have to design levels around the potential for nine different styles to make each of the roles feel unique & viable. Sure some roles would have overlap on specific quests ... but still your talking about a significantly more complicated level design and gameplay design system in an open world narrative driven game.
 
Last edited: Oct 9, 2018
  • RED Point
Reactions: Snowflakez
Prev
  • 1
  • …

    Go to page

  • 4
  • 5
  • 6
  • 7
  • 8
  • …

    Go to page

  • 18
Next
First Prev 6 of 18

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

CD PROJEKT®, Cyberpunk®, Cyberpunk 2077® are registered trademarks of CD PROJEKT S.A. © 2018 CD PROJEKT S.A. All rights reserved. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.